Search found 299 matches

by coppercoil
Mon Nov 23, 2020 10:20 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 86
Views: 10694

Re: Version 1.1.0

FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
Balancing
  • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
  • Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Why?

Just trying to understand what's wrong with 15%.
by coppercoil
Sun Nov 15, 2020 12:32 pm
Forum: Ideas and Suggestions
Topic: Reactors lose energy to the air when not powered.
Replies: 5
Views: 206

Re: Reactors lose energy to the air when not powered.

I think natural cooling can be implemented is already implemented and just need to be activated. There already is some engine for thermodynamics, which transfers heat across all heat pipes. Every pipe considers its neighbours, so add a virtual neighbour "Air" with constant temperature. You even don'...
by coppercoil
Fri Nov 13, 2020 8:57 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 169
Views: 18548

Re: Friday Facts #363 - 1.1 is getting close

jodokus31 wrote:
Fri Nov 13, 2020 8:50 pm
Backward compatibility is dead weight. It's wise to remove it to increase maintainability by reducing lines of code and outdated logic
You can remove anything you want, just keep that outdated code in a separate exe. Now I'm going to download OldFactoro.exe, can Factorio do it for me?
by coppercoil
Fri Nov 13, 2020 8:30 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 169
Views: 18548

Re: Friday Facts #363 - 1.1 is getting close

You haven't lost them. On your Factorio account, you can download any major version all the way back to 0.6.4. Yes, I know I can turn the time with a little mess. Why I can't do this with a zero clicks? Would it be possible to rename Factorio017.exe to SeamlessConverter017.exe and insert it into th...
by coppercoil
Fri Nov 13, 2020 7:31 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 169
Views: 18548

Re: Friday Facts #363 - 1.1 is getting close

1.1 seems a good time to do that once again, so we are dropping support for save games from 0.16 and 0.17. If you want to preserve those save games, you will need to load them in 1.0 (which can load 0.16 and 0.17 save games) and resave them. -1 I just found I can't open my early gavesames with 1.0....
by coppercoil
Tue Nov 03, 2020 6:09 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

AmericanPatriot wrote:
Tue Nov 03, 2020 2:20 pm
I thought most people researched mining productivity and bot speed
Sounds reasonable, I believe most players research useful things. I research mining productivity too, until I am ready for The Final Run. And then I switch to all bottles. Some players don't switch.
by coppercoil
Mon Nov 02, 2020 11:08 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

how do you consume military science packs if they are not required for research? I just stockpile unused packs. This may sound like wasting resources, but there are no compromises for that achievement :roll: Actually, there are two stages: factory growth + mining boost, and then proving capabilitie...
by coppercoil
Mon Nov 02, 2020 10:25 pm
Forum: This Forum
Topic: Ambient sound on this forum
Replies: 8
Views: 431

Re: Ambient sound on this forum

This may be an A/B test.
by coppercoil
Mon Nov 02, 2020 8:23 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

Sometimes (maybe even often) military science is excluded. if you really want follower robot count, you can have backup labs that only activate when the others back up. The backup only needs half as many labs too. I do not want follower robot count. I research whatever I want, keeping producing all...
by coppercoil
Mon Nov 02, 2020 7:08 pm
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

I’m a big fan of rational numbers. It’s more of a “fractionorial” system Or you could swap out military/whatever pack isn’t used with circuits. (unless you want to research follower count forever) I think "SPM" tag implies all kinds of science packs, regardles of the way how they are consumed. I al...
by coppercoil
Mon Nov 02, 2020 11:24 am
Forum: General discussion
Topic: 1.35k S/M bases should be more popular
Replies: 19
Views: 990

Re: 1.35k S/M bases should be more popular

Sounds like metric vs factorional :D
In my factory, I count everyting in blue belts 8-)

I only need an 8th science pack for my pretty belts.
by coppercoil
Sun Nov 01, 2020 11:52 am
Forum: Ideas and Suggestions
Topic: Text plates
Replies: 46
Views: 1555

Re: Text plates

In that thread I posted about the solution. The game already has text "text plates" buildable in game. These letters do not look good: the font is not "industrial", the blue background looks clear but it is not "organic" for Factorio. This is debugging information, not a text entity itself. In shor...
by coppercoil
Sun Oct 25, 2020 5:24 pm
Forum: Gameplay Help
Topic: Trains left turn question
Replies: 10
Views: 636

Re: Trains left turn question

I’m pretty sure I got my signaling down pat. I’ve been using a t intersection that I made myself and it’s working fine for the 5 trains in my base. 5 trains make very low traffix, so any intersection will be fine. What if you had 50 trains on the same route? There would be heavy traffic, and you wo...
by coppercoil
Sat Oct 17, 2020 10:49 am
Forum: Combinator Creations
Topic: Balanced Fluids Train Station
Replies: 13
Views: 700

Re: Balanced Fluids Train Station

Could you add a screenshot of the setup? This would answer many questions: how many cars, how many outputs, how big, is it nice etc :)
by coppercoil
Tue Oct 13, 2020 5:16 pm
Forum: General discussion
Topic: Defensive turret line order, what turret is best up front?
Replies: 19
Views: 1258

Re: Defensive turret line order, what turret is best up front?

There are some really extensive defense designs. I don't think they are really necessary or economical in a game with unmodded biters, though. Once you have the ability to build such defensive structures, you should be able to simply put a continues line of turrets down. There are simple non-linear...
by coppercoil
Mon Oct 12, 2020 8:52 pm
Forum: Ideas and Suggestions
Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
Replies: 20
Views: 569

Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.

So give us a growing volcano that can be slowed down using a liquid from those white bottles :)
by coppercoil
Sun Oct 11, 2020 11:34 am
Forum: General discussion
Topic: Defensive turret line order, what turret is best up front?
Replies: 19
Views: 1258

Re: Defensive turret line order, what turret is best up front?

OT: are there any threads discussing linear defense alternatives? I could not find any (geometric art doesn't count).
I just saw yet another laser wall, but I think it is less effective unless you use 2+ rows of lasers.
by coppercoil
Sat Oct 10, 2020 11:14 am
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 560

Re: Make chain signals the norm, and rail signals for experts

I think we solve more general question: can we make railway signalling easier? And derivative: can we make it easier for new players? And the second derivative: can we make it withough significant redesing? I started here, but we can go deeper higher. How about some third king of signal, kind of "si...
by coppercoil
Fri Oct 09, 2020 5:46 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 560

Re: Make chain signals the norm, and rail signals for experts

Qon wrote:
Fri Oct 09, 2020 5:33 pm
So a new complicated feature that stops working after tops 5 more minutes of research? And that teaches new players the WRONG way about how the signals work?
Ok, how we can improve this? I already have new ideas, how about you? :)
by coppercoil
Fri Oct 09, 2020 5:04 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 560

Re: Make chain signals the norm, and rail signals for experts

OT
How about railway pathfinder v2.0 that would be deadlock-resistant? Please don't say it would cost many CPU and RAM, because it would work only on small factories (say, until chain signal technology researched :mrgreen:)

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